/*
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software Foundation,
 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 * The Original Code is Copyright (C) 2005 Blender Foundation.
 * All rights reserved.
 */

/** \file
 * \ingroup shdnodes
 */

#include "node_shader_util.h"

/* **************** VECTOR MATH ******************** */
static bNodeSocketTemplate sh_node_vect_math_in[] = {
    {SOCK_VECTOR, 1, N_("Vector"), 0.5f, 0.5f, 0.5f, 1.0f, -10000.0f, 10000.0f, PROP_NONE},
    {SOCK_VECTOR, 1, N_("Vector"), 0.5f, 0.5f, 0.5f, 1.0f, -10000.0f, 10000.0f, PROP_NONE},
    {-1, 0, ""}};

static bNodeSocketTemplate sh_node_vect_math_out[] = {
    {SOCK_VECTOR, 0, N_("Vector")}, {SOCK_FLOAT, 0, N_("Value")}, {-1, 0, ""}};

static void node_shader_exec_vect_math(void *UNUSED(data),
                                       int UNUSED(thread),
                                       bNode *node,
                                       bNodeExecData *UNUSED(execdata),
                                       bNodeStack **in,
                                       bNodeStack **out)
{
  float vec1[3], vec2[3];

  nodestack_get_vec(vec1, SOCK_VECTOR, in[0]);
  nodestack_get_vec(vec2, SOCK_VECTOR, in[1]);

  if (node->custom1 == 0) { /* Add */
    out[0]->vec[0] = vec1[0] + vec2[0];
    out[0]->vec[1] = vec1[1] + vec2[1];
    out[0]->vec[2] = vec1[2] + vec2[2];

    out[1]->vec[0] = (fabsf(out[0]->vec[0]) + fabsf(out[0]->vec[1]) + fabsf(out[0]->vec[2])) /
                     3.0f;
  }
  else if (node->custom1 == 1) { /* Subtract */
    out[0]->vec[0] = vec1[0] - vec2[0];
    out[0]->vec[1] = vec1[1] - vec2[1];
    out[0]->vec[2] = vec1[2] - vec2[2];

    out[1]->vec[0] = (fabsf(out[0]->vec[0]) + fabsf(out[0]->vec[1]) + fabsf(out[0]->vec[2])) /
                     3.0f;
  }
  else if (node->custom1 == 2) { /* Average */
    out[0]->vec[0] = vec1[0] + vec2[0];
    out[0]->vec[1] = vec1[1] + vec2[1];
    out[0]->vec[2] = vec1[2] + vec2[2];

    out[1]->vec[0] = normalize_v3(out[0]->vec);
  }
  else if (node->custom1 == 3) { /* Dot product */
    out[1]->vec[0] = (vec1[0] * vec2[0]) + (vec1[1] * vec2[1]) + (vec1[2] * vec2[2]);
  }
  else if (node->custom1 == 4) { /* Cross product */
    out[0]->vec[0] = (vec1[1] * vec2[2]) - (vec1[2] * vec2[1]);
    out[0]->vec[1] = (vec1[2] * vec2[0]) - (vec1[0] * vec2[2]);
    out[0]->vec[2] = (vec1[0] * vec2[1]) - (vec1[1] * vec2[0]);

    out[1]->vec[0] = normalize_v3(out[0]->vec);
  }
  else if (node->custom1 == 5) { /* Normalize */
    /* This one only takes one input, so we've got to choose. */
    if (in[0]->hasinput || !in[1]->hasinput) {
      out[0]->vec[0] = vec1[0];
      out[0]->vec[1] = vec1[1];
      out[0]->vec[2] = vec1[2];
    }
    else {
      out[0]->vec[0] = vec2[0];
      out[0]->vec[1] = vec2[1];
      out[0]->vec[2] = vec2[2];
    }

    out[1]->vec[0] = normalize_v3(out[0]->vec);
  }
}

static int gpu_shader_vect_math(GPUMaterial *mat,
                                bNode *node,
                                bNodeExecData *UNUSED(execdata),
                                GPUNodeStack *in,
                                GPUNodeStack *out)
{
  static const char *names[] = {
      "vec_math_add",
      "vec_math_sub",
      "vec_math_average",
      "vec_math_dot",
      "vec_math_cross",
      "vec_math_normalize",
  };

  switch (node->custom1) {
    case 0:
    case 1:
    case 2:
    case 3:
    case 4:
      GPU_stack_link(mat, node, names[node->custom1], in, out);
      break;
    case 5:
      if (in[0].hasinput || !in[1].hasinput) {
        /* use only first item and terminator */
        GPUNodeStack tmp_in[2];
        memcpy(&tmp_in[0], &in[0], sizeof(GPUNodeStack));
        memcpy(&tmp_in[1], &in[2], sizeof(GPUNodeStack));
        GPU_stack_link(mat, node, names[node->custom1], tmp_in, out);
      }
      else {
        /* use only second item and terminator */
        GPUNodeStack tmp_in[2];
        memcpy(&tmp_in[0], &in[1], sizeof(GPUNodeStack));
        memcpy(&tmp_in[1], &in[2], sizeof(GPUNodeStack));
        GPU_stack_link(mat, node, names[node->custom1], tmp_in, out);
      }
      break;
    default:
      return false;
  }

  return true;
}

void register_node_type_sh_vect_math(void)
{
  static bNodeType ntype;

  sh_node_type_base(&ntype, SH_NODE_VECT_MATH, "Vector Math", NODE_CLASS_CONVERTOR, 0);
  node_type_socket_templates(&ntype, sh_node_vect_math_in, sh_node_vect_math_out);
  node_type_label(&ntype, node_vect_math_label);
  node_type_storage(&ntype, "", NULL, NULL);
  node_type_exec(&ntype, NULL, NULL, node_shader_exec_vect_math);
  node_type_gpu(&ntype, gpu_shader_vect_math);

  nodeRegisterType(&ntype);
}
